Cleaned up the flipping logic a bit, overridable MapEntity.FlipX method
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@@ -577,21 +577,7 @@ namespace Barotrauma.Items.Components
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return (average+100.0f)/2.0f;
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}
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//public bool CheckFailure(Character Character)
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//{
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// foreach (Skill skill in requiredSkills)
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// {
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// int characterLevel = Character.GetSkillLevel(skill.Name);
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// if (characterLevel > skill.Level) continue;
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// item.ApplyStatusEffects(ActionType.OnFailure, 1.0f, Character);
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// //Item.ApplyStatusEffects();
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// return true;
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// }
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// return false;
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//}
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public virtual void FlipX() { }
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public bool HasRequiredContainedItems(bool addMessage)
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{
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@@ -470,6 +470,14 @@ namespace Barotrauma.Items.Components
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wireSprite.Depth + ((item.ID % 100) * 0.00001f));
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}
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public override void FlipX()
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{
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for (int i = 0; i < Nodes.Count; i++)
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{
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Nodes[i] = new Vector2(-Nodes[i].X, Nodes[i].Y);
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}
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}
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public override XElement Save(XElement parentElement)
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{
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XElement componentElement = base.Save(parentElement);
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@@ -798,6 +798,16 @@ namespace Barotrauma
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}
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return true;
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}
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public override void FlipX()
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{
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base.FlipX();
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foreach (ItemComponent component in components)
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{
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component.FlipX();
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}
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
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@@ -108,7 +108,7 @@ namespace Barotrauma
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{
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return Vector2.Distance(position, WorldPosition) < 50.0f;
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
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{
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if (!editing || wallVertices == null) return;
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@@ -212,8 +212,7 @@ namespace Barotrauma
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}
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return editingHUD;
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}
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private bool Reload(GUIButton button, object obj)
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{
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var pathBox = obj as GUITextBox;
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@@ -510,6 +510,20 @@ namespace Barotrauma
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entity.isSelected = true;
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selectedList.Add(entity);
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}
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public virtual void FlipX()
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{
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if (Submarine == null)
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{
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DebugConsole.ThrowError("Couldn't flip MapEntity \""+Name+"\", submarine==null");
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return;
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}
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Vector2 relative = WorldPosition - Submarine.WorldPosition;
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relative.Y = 0.0f;
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Move(-relative * 2.0f);
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}
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public virtual void DrawEditing(SpriteBatch spriteBatch, Camera cam) {}
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@@ -496,22 +496,12 @@ namespace Barotrauma
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Item.UpdateHulls();
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List<Item> bodyItems = Item.ItemList.FindAll(it => it.Submarine == this && it.body != null);
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List<Vector2> bodyPos = new List<Vector2>();
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for (int i = 0; i < bodyItems.Count; i++)
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{
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Vector2 relative = bodyItems[i].WorldPosition - WorldPosition;
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relative.Y = 0.0f;
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bodyPos.Add(bodyItems[i].Position - relative*2.0f);
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}
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foreach (MapEntity e in MapEntity.mapEntityList)
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{
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if (e.MoveWithLevel || e.Submarine != this || e is Item || e is WayPoint) continue;
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Vector2 relative = e.WorldPosition - WorldPosition;
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relative.Y = 0.0f;
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e.Move(-relative * 2.0f);
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if (e.MoveWithLevel || e.Submarine != this || e is Item) continue;
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e.FlipX();
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if (e is LinkedSubmarine)
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{
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@@ -526,26 +516,6 @@ namespace Barotrauma
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}
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}
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/*foreach (Submarine sub in loaded)
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{
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if (sub != this && sub.Submarine == this && !parents.Contains(sub))
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{
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Vector2 relative = sub.SubBody.Position - SubBody.Position;
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relative.X = -relative.X;
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sub.SetPosition(relative + SubBody.Position);
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sub.FlipX(parents);
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}
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}*/
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List<WayPoint> subWayPoints = WayPoint.WayPointList.FindAll(wp => wp.Submarine == this);
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foreach (WayPoint wp in subWayPoints)
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{
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Vector2 relative = wp.WorldPosition - WorldPosition;
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relative.X = -relative.X * 2.0f;
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relative.Y = 0.0f;
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wp.Move(relative);
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}
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for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
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{
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if (MapEntity.mapEntityList[i].Submarine != this) continue;
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@@ -573,30 +543,17 @@ namespace Barotrauma
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foreach (Item item in Item.ItemList)
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{
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if (item.Submarine != this) continue;
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Items.Components.Wire wire = item.GetComponent<Items.Components.Wire>();
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if (wire != null)
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if (bodyItems.Contains(item))
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{
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for (int i = 0; i < wire.Nodes.Count; i++)
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{
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wire.Nodes[i] = new Vector2(-wire.Nodes[i].X, wire.Nodes[i].Y);
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}
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item.Submarine = this;
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if (Position == Vector2.Zero) item.Move(-HiddenSubPosition);
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}
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else if (item.Submarine != this)
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{
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continue;
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}
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if (item.Submarine != this || bodyItems.Contains(item)) continue;
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Vector2 relative = item.WorldPosition - WorldPosition;
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relative.Y = 0.0f;
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item.Move(-relative * 2.0f);
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}
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for (int i = 0; i < bodyItems.Count; i++)
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{
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bodyItems[i].SetTransform(ConvertUnits.ToSimUnits(bodyPos[i]), bodyItems[i].body.Rotation);
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bodyItems[i].Submarine = this;
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item.FlipX();
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}
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Item.UpdateHulls();
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